OK, on one of the post in here i saw something about a program that can turn a bsp to a .map so u can open it in radiant. I was wondering how it works cause i wanted to look in Fuel Dump to how some things were done. Dont worry im not gonna scrap nothing for prefabs lol.
a program that i dont know how to work lol
ok, i did some searching and i found this
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3646
this was the post i was talking about that i had DL that decompile thing. I was wondering how do u get it to work, i double click it and a black box comes up with alot of writing in it, then it just cuts itself off. I would like to get it to work cause the main thing i want to check is those doors they had in fuel dump. SO how do u get that thing to work in the post?
If you mean the flexdoors at the allied commandpost, you won’t see much in the decompiled map. They can’t be decompiled without lost of some entities.
AFAIK the doors are done by a spline-train-system and connected script_movers.
But maybe someone else can bring more light into dark, since sock hasn’t reached that far, to put the samplemap up in his LDR.
im not very good with scriptmovers and splines. Trojan gave me some resources maps today and one of them was the fuel dump one. I was looking at the doors and the splines and stuff was still there. The actually doors wasnt though, could someone show me a wokeing example or how i should set the doors